Table of Contents

Mandatory

Heat

Take # Heat cards from the Engine and move them to your discard pile.

Note: If you accidentally played an Upgrade card and you cannot pay the Heat cost of it, discard it and play a random Speed card from your draw deck instead by following the usual process as described in the Stress section on page 5 of the Rule booklet.

Scrap

Take # cards from the top of your draw deck and flip them into your discard pile.

One-time use

During step 8 (Discard), remove the cards that show that Symbol from the game instead of discarding them.

Adjust Speed Limit

If you cross a corner this turn, your Speed Limit is modified by # for you; “+” means you can move faster, “-” means you must move slower

Optional Symbols

Cooldown

Take up to # Heat cards from your hand and return them to the Engine spot.

Super Cool

You may look through your discard pile and remove up to # Heat cards from it. Return these cards to your Engine spot.

Slipstream boost

If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the indicated #.

Extra Slipstream

It allows for an extra Slipstream move if the previous one puts your car in a new Slipstream position. All bonuses to a Slipstream available for the round will also apply to this extra move.

Draft

Move your car forward on the race track up to # Spaces. All Spaces you move into/through thanks to this symbol must be completely free of other cars and the final landing Space must have at least one car in either Spot of the Space in front of it. This extra movement does not count as speed.

If you have access to several Draft symbols in the same round, you can either use them separately or add up their values and use them in a single Drafting action.

Drafting is not Slipstreaming. It can be used to cross the Finish Line or after the Finish Line at the end of a race.

Reduce Stress

You may immediately discard up to # Stress cards from your hand to the discard pile.

Refresh

You may place this card back on top of your draw deck at the end of the React step.

Accelerate

You may increase your Speed by 1 for every card flipped this turn (from Upgrades, Stress and Boost). If you do, you must increase it for all the flipped cards.

Salvage

You may look through your discard pile and choose up to # cards there. These cards are shuffled into your draw deck.

Direct Play

You may play this card from your hand. If you do, it applies as if you played it normally, including Speed and mandatory/optional icons.

Road Condition Tokens

Corner Effects

Adjust Speed Limit

Speed limit is 1 higher.

Adjust Speed Limit

Speed limit is 1 lower.

Overheat

If your Speed is higher than the Speed Limit when you cross this corner, the cost in Heat that you need to pay is increased by one.

Sector Effects

Slipstream Boost

If you choose to Slipstream in step 6, you may add one extra Space to the usual 2 Spaces. Your car must be located in this sector before you slipstream

Heat control

Do not pay Heat to boost in this sector (still max one boost per turn). Your car must be in the sector when you boost.

Weather

Weather effect applies to this sector. See the Weather token for the effect.

Weather Tokens

Weather Effects​

Slipstream boost

If you choose to Slipstream in step 6, you may add 2 extra Spaces to the usual 2 Spaces. Your car must be located in this sector before you slipstream

No slipstream

You cannot start slipstreaming from this sector (you may slipstream into it).

Cooling Bonus

+1 Cooldown in this sector during the React step.

No cooling

No Cooldown allowed in this sector during the React step.

Car Setup

Extra Stress

Shuffle 1 extra Stress card into your deck.

Less Stress

Remove 1 Stress card from you r deck.

Extra Heat

Place 1 extra Heat card in your Engine.

Less Heat

Remove 1 Heat card from your Engine.

Extra Heat in Draw Deck

Shuffle 1 extra Stress card into your deck.

Extra Heat in Discard Pile

Place 3 of your Heat cards into your discard pile.

Road Features

  1. Chicanes (Blue Dashed Corners) – During setup, only draw one Road Condition Token for each Chicane. If the token shows the Sector Symbol , it modifies the sector after the Chicane. Otherwise it modifies both Corner Lines.
  2. Gravel (South Africa) – At the end of your turn (Step 9 when the cards from the play area are discarded), if your car is on a Spot with gravel you must pay one Heat if you have Heat cards in your Engine. Otherwise, simply ignore this effect.
  3. Flooded Spaces (Japan) – If you start the Round on a flooded Space, Shifting down a gear in Step 1 costs 1 extra Heat. This means that shifting down a single gear will cost a total of 1 Heat, shifting down two gears will cost 2 Heat.
  4. Tunnels (Spain) – As long as your car is on a tunnel Space, you cannot discard any cards from your hand. This rule takes precedence over any effect that would allow you to discard (Event, Upgrade, Road Condition…). Cooling down and scrapping are not discards from the hand and are still allowed in Tunnels. 

Setup

  1. Pick Map and Player Colors
  2. Weather and Road Conditions Module – Draw a weather token for the map and then draw a road condition token for every corner of the map.
  3. Set Up Player Deck – Add in adjusted heat and stress cards to player deck.
  4. Building Your Car – 3 rounds of drafting. Draw one card per player plus three more. Player in last place picks first. Discard rest, continue with first player.